Can someone explain how the potential turn 2 kill they talk about would work?? Also why the player gave up when the grapeshot was played? I don't fully understand how he combo-ed the grapeshot for the win?

Grapeshot deals 1 damage to target creature or player
It has storm which means he gets another one FOR EACH spell he had played that turn.

He had played x spells with his combo of the Nettle Sentinel and Heritage Druid, he would have played Grapeshot dealing x+1 damage to the player, played Eternal Witness bringing the Grapeshot back to his hand and then played it again dealing x+3 damage to the player.

He had played well over 20 spells that turn so his first Grapeshot would have done at least 21 damage and when he played it a second time, a minimum of 23 damage. 44 damage to the player would have killed him easily.

In reference to pro magic being boring, I'd argue significantly against this from an older player perspective (by this I mean around 1998-2004). I haven't played in a while obviously so if things have changed so be it, but generally anything totally overpowered was in the realms of older t1, and anything considered 'broken' generally restricted or banned in t2.

Limited is obviously far from boring, and was the form of the game I preferred the most. I remember a lot of games from t2 tourneys where the spread was quite even, often being (forgive my poor memory) - starting with blue/red lockdown was massive with that tapping land, the blue/green counter popular further down the track, 'rock and his minions' if I remember with Overlord and Force of Nature or something like that.

None of those were instant wins and all required incredible amounts of skill to play well. Anyway something to read for what it's worth I guess, but looking back on the game a long time ago, it took massive amounts of skill and practice to beat the top players.

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